After Glovin’s eye opened we confirmed that he dead. Which, thank the moons, he is. But also, that’s kind of bad too. We’re at a bit of an impasse. There aren’t more clues that we can suss out. Artok and Amos think they have a lead on somthin. The A&A crew head off their way.
I needs support.
I head back to Mirrstone’s tavern, because I think maybe someone there can help me figure out Glovin’s neighbors — they don’t wanna talk at me. There was this small folk playing a lute. Many of those instrumentalists pickup on the local conversations. I’ll ask them.
Eustace knows the neighbor, a bit. That’s good. He say he can join me heading there.
One the goblin big folk is hiding in a corner, all quiet like. But, this Rolf, he has a cart. That’s great. I don’t like walking. Talkin’ to these two I present all the options afore us. Eustace puts fore his knowledge. I put fore three things, which includes going back to look at one-eye dead Glovin.
Rolf don’t like choices, so we go where the bard wants.
When we get to Sam and Mell’s they tell us about strange noises coming from the forest, like wolves, but unwell wolves. It all started ’bout ten days ago, more then a Feylf passing. Other places been missing livestock by 1s and 2s. Sam and Mell say Glovin’s done gone gone all at once, with lots of vermin coming from the forest.
We go in that forest.
There’s lots of thick underbrush. We have a small trail, but it’s not great. Probably good that we’re mostly smalls (well, Rolf isn’t short, but skinny). Thing is this thicket of forest feels dank. It’s not dark. There’s something foreboding.
Then the spiny things attack.

They surprise us at first. Which gives them the opportunity to latch on, kind of hugging us with spines. They try to drain us of blood even. We can walk faster than they amble, so we do this dodgy-fight dance.
This gets us well off the trail, kinda confused. We’re a bit lost. Eustace didn’t stick with Rolf and I.
Rolf and I take a nap.
We find our way towards a waterfall ’bout 20 feet high. But the water is putrid, oily. There’s a trail for things heading to the pool. But that nothing would drink from that water — it’s horrid.
Rolf suggests we hide. This is smart, because four woodsy human-ish things amble along. They drink up the stank-water. We deal with these things. We’re a bit hurting and need more than a nap. Rolf, the decider that he is suggests getting to the top of the cliff because the small hidden cave (keep up, there’s a cave) doesn’t make the low area feel safe.
Getting to the top takes a while. We’re not strong. That’s unusual for us two gobbos. Midqh helps out with the pitons and the rope and such. As we prepare camp I reconfigure Midqh and the rope, pulling it apart and turning it into a true rope of climbing. That’ll help us get down without falling.
So much easier!
We get down to the cave and enter. It smells a lot like that stank-water. The cave is also dark, limiting our ability to see things. As we start to explore something that looks like a fungal human-ish says “You will help us.”
Which, well, I don’t know how…
In our current Age of Myths campaign I’m playing Xabal, a smaller hobgoblin artificer that uses an eldritch cannon called Midqh. My goal is to be the party notetaker, but with a twist. I’m writing our recaps as if Xabal, a motormouth former Tinkerer is the author.
Other PCs are;
Artok — bronze dragonborn paladin
Amos — elven wizard
Eustace — gnome bard
Rolf — bugbear monk


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